Comments (7)
I started implementing this, but if I understand correctly the lobby server will only send the KICKFROMBATTLE command if the client is in a battleroom while being kicked from lobby server. So basically one would just need to leave the battleroom as soon as the game has started to protect himself from being kicked from game by lobby server?
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You're right, I realized this issue as well - in future the lobby wil simply remember the most recent battle client was in and send the battle_id of that one, but I haven't implemented it yet.
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I'm not sure the battle_id parameter is really needed actually. I think SPADS will just ignore it because it's entirely possible that the battle lobby has been rehosted (thus changing the battle ID) while a game is in progress and SPADS doesn't keep previous battle IDs in memory.
Basically when SPADS receives a KICKFROMBATTLE command it will just check that a game is in progress and userName is allowed to connect to this game (he can be already connected or not yet connected). Only in this case it will perform a one-game kickBan for this user.
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The battle_id is only included in preparation for a future version of the protocol, not planned any time soon, which could allow users (& particularly match-making autohosts) to be present in multiple battles at once. Ignoring it is fine.
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You mean there could be cases where a player is in two games hosted by same autohost simultaneously and an admin could want to kickban this player from one game but not from the other one ?
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I appreciate it would be a bit odd to want that particular thing - but essentially yes .. perhaps. I'm sticking to a general principle that (new) protocol commands relating to battles should specify which battle they relate to.
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implemented in SPADS 0.12.5 ( 2cab8ef )
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Related Issues (20)
- Stuck on loading unitsync library / interface module HOT 1
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